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Teemo Build Guide by Lugignaf

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Not Updated For Current Season

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League of Legends Build Guide Author Lugignaf

Be where you want to be. Teemo 'shrooms!

Lugignaf Last updated on October 7, 2012
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Ability Sequence

1
5
9
10
15
Ability Key Q
3
7
12
13
14
Ability Key W
2
4
8
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
3/
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


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Thanks to Matt

for adding an new guide section. It has been moved to "Humor" section because, even though it works, it's not entirely practical.


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Introduction

This is a build designed to have you be wherever you need to be to deal the most damage. You will be able to place your traps all overthe map with very little trouble unless the other team has a mobile champion too. You won't be hitting for much but you make up for that with amazing map awareness and some surprising killing power late game.


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Pros/Cons

Pros
Extremely funny to see Teemo run around like a crazy person.
You can set your traps pretty much where ever you need to.
Unless you get slowed/stunned/rooted by some means, you can almost always escape danger.

Cons
EXTREMELY squishy.
Tanks, take him down.
Barely useful in early 1v1 and team fights due to lack of attack damage.
Farming dependent.


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Teemo's Skills

Passive


Camouflage Camouflage is Teemo's passive and has been severely nerfed. Despite what the icon says, it takes you two seconds without action to become stealthed and you can't do anything. PERIOD. You gain a bonus to attack speed after leaving stealth. People can still run into you so skillshots like Amumu's Bandage Toss can hit you, and then you become un-stealthed and die.
Note: I'm not totally sure if people ca still hit you. I know that minion waves will go around you and sort of expose you but, I don't think that allies will have contact with you as I have had a shaco doing the worm inside me.

His "Q"


A nice long range skill and perfect for last hitting and making sure that physical champions can't do a thing to you. Fun times all around.
Note: It actually has the same range as his attack so, you can use it to determine what you can attack.

His "W"


A nice passive increase to your movespeed and makes you the fastest little Yordle out there. With it you get quite the movespeed buff as long as you stay out of un-contested combat. Or just in the back where you should be.

His "E"


It's an interesting DoT that doesn't do much damage unless you either have a ton of ability power or, you have a ton of magic penetration... Even then it doesn't do much.

His "R"


This is both a really good skill and a really bad skill if used correctly/wrongly. It becomes a small range that lasts for a maximum of ten minutes. At higher levels it can wipe out complete minion waves making him an even better farmer.
Lining bushes makes for a great "safehouse" to recall/initiate from.

Moving on...


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Skill Order

Taking Blinding Dart Will help you start off with a good farm game if you know to hit things with it while they are low in HP. It also helps defend against all DPS champions. If you see a ton of fast people, you might want to prioritize Move Quick over other things. Of course taking your Noxious Trap whenever possible. The Toxic Shot bonus damage is just a nice addition and shouldn't be relied on to get a kill. Although it is funny when it nets you two or three a match.


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Items

Start out with buying Boots of Speed and3 Red potions and haul Teemo's little body to your lane. Stand slightly off to the side and just stealth it out. Head back close to level 6 and buy either a Philosipher's Stone Philosipher's Stone or one of the parts. Continue jumping back and forth helping in lanes as you see fit and buy your Phantom Dancers. By the end of this, you will be just over the Attack speed cap and far over the critical chance cap. Your average speed will be 603 and you can get away from almost anything. Later, sell your Philosopher's Stone Philosopher's Stone and buy a The Bloodthirster and jungle/farm to increase your damage and life steal. It works nicely with the 2.5 Attack speed you have by now.


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Summoner Spells

Ghost is used to gain speed. In dicey situations, it can be used as an escape maneuver.
Teleport is just taken to add to the "Where ever you want to be" thing. Drop a mushroom, recall, teleport back!
If you want, you can take these:
Flash is just as good, if not better, than ghost as an escape method. I would recommend taking it in place of teleport.
If you don't think you need Ghost, take this instead. Then switch the other mastery point to the teleport mastery. Pro tip: This is probably a better suggestion than what I originally planned. I'm just too lazy to change it right now.


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Jungling

Once you have your Noxious Traps ready, you want to start laying them at the Wraith camps after you kill them. You will get gold, basically right when they re-spawn and steal gold from any other would-be jungler. You can come back later to pick up the big Wraith. You don't really need any of the runes but if you can get the other team's buffs, all the better for you! Once you start jungling, you want to be running through lanes helping whoever needs it.


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Runes

The move speed Quintessences are so we can... I dunno'... move faster. Teemo needs to place his mushrooms everywhere! The per level CDR is because he doesn't really need it until he has his mushrooms ready for placement. The magic penetration is to make his mushrooms and darts hurt even more. I really couldn't think of anything else for the seals so I just filled it in with health regeneration to combat the squishy-ness.

Moving on...


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Masteries

I go with a very odd setup of 15-0-15 so I can have the move speed increase and magic penetration. The slight cool down reduction helps place more mushrooms out faster. The magic penetration and AP per level helps them hurt just a little bit more.
Not much more to say here...


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Image of power!

Just a recent match history of the match history. One of the matches, they even had a fed Anivia, we had a leaver and we still pulled ahead and won. I can't remember what match it was though.


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Final thoughts

This was originally a build that was not to be competitive until I actually tried it. I worked on this for many days not improving it but, trying to get it within the 5,000 character "minimum". That is all. Have common sense surround you and may the Yordle Scouts prevail!
As a small side note, this originally started as a build to see how fast I could get a single champion without help from anyone else. He gets to about 900~ with slightly different items BTW.